Sunteți pe pagina 1din 11

Into the Wasteland

Fallout RPGage for Into the Odd

By Mike Evans (wrathofzombie)

Table of Contents

Character Creation PG 3
Equipment PG 3-5
Human and Ghoul Starter Package PG 5
Super Mutant Starter Package PG 6
Starting Vault-Tec (Arcanum) PG 6
More Vault-Tec (Arcanum) PG 7
Other Rules PG 7
Fallout Perks PG 8
Enemies PG 9-10
Gang Name Table PG 10
Settlement Table PG 10
Ruins Adventure Generator PG 11

This game references the Into the Odd game system by Chris McDowall, available from Lost Pages at www.lostpages.com. Into the
Odd and all associated logos and trademarks are copyrights of Chris McDowall and/or Lost Pages. Used without permission. Pinnacle makes no representation or warranty as to the quality, viability, or suitability for purpose of this product.
This game references the Fallout Rpg, available from Bethesda at http://store.bethsoft.com/. Fallout and all associated logos and
trademarks are copyrights of Bethesda. Used without permission. Bethesda makes no representation or warranty as to the quality,
viability, or suitability for purpose of this product.

Hello Wastelander
This little book uses the awesome Into the Odd rules available
Sooga Games (http://soogagames.blogspot.com/) to play in the
fun, dangerous, and bizarre world of Fallout.
Free edition of Into the Odd: https://docs.google.com/file/
d/0B6MR1KWIUR9UaFhnSU5TcDRVblk/edit

Super Mutant: Roll 12+1d6 STRENGTH, 2d6 DEXTERITY and


WILLPOWER. You can swap any two scores.
Huge- You are 10 tall. You can move and shoot big guns.
Heal Str damage twice as fast
Fists do d6 damage.
Ghouls gain a Fallout Perk at Professional and Master levels.
Consult Super Mutant Starter Package Table (pg 6)

Character Creation

Into the Wasteland uses the same character creation rules as


Into the Odd (pg 4), except first decide if you are a Human, or a
Ghoul, or Super Mutant.
Humans- Roll 3d6 for the three attributes; STRENGTH,
DEXTERITY, WILLPOWER. You can swap any two scores.
Humans start with two Fallout Perks (pg 8) and gain an
additional perk per level.
Consult Human and Ghoul Starter Package Table (pg 5)
Ghouls- Roll 2d6 STRENGTH, 3d6 DEXTERITY, 3d6 WILLPOWER
You can swap any two scores.
Ghoul Abilities- Immunity to radiation, poison, and disease
Claws do d6 damage
Heal Str damage after a nights sleep.
Ghouls gain a Fallout Perk at Professional and Master levels.
Consult Human and Ghoul Starter Package Table (pg 5)

Equipment
Characters start with 2d100+25 Bottle Caps (BC)
Melee Weapons
Hand Weapon (25 BC, one hand): d6 Damage. Knife, pistolwhipped, pitchfork, sword, club etc.
Field Weapon (50 BC, two hands): d8 Damage. Rifle/machine gun
-butt, sword and knife, halberd, etc.
Well-Crafted Weapon (75 BC, one hand): d8 Damage. Finely
made sabre, rapier, spiked-chain, etc.
Heavy Weapon (150 BC, two hands): d10 Damage. Stop sign
(Super Mutant only or Size Matters Perk)
Very Heavy Weapon (500 BC, two hands): d10 Damage. Bumper
sword (Super Mutant only or Size Matters Perk)
Firearm Weapons
Light (110 BC, one hand): d6 Damage. Light pistol, etc.
Heavy (250 BC, two hands): d8 Damage. Flamer (ignites target,
d6 damage each round until extinguished), revolver, railgun
(shoots spikes, ignores armor), rifle, shotgun, two light pistols,
etc.
High-powered (500 BC, two hand): d10 Damage. Machine gun,
sniper rifle, etc.
Heavy Weapon (1,000 BC, two hands): d12 Damage. Gatling gun,
missile launcher (cant move and shoot- unless Super Mutant).
Armor
Light Leather Armor/Duster Jacket (200 BC): 1 Armor
Raider Armor/Leather Armor (400 BC): 2 Armor
Metal Armor (600 BC): 3 Armor

Equipment (Continued)
Tools (10 BC each): Backpack, Bedroll, Crowbar, Flashlight, Lunch Pail, Saw, Glue, Magnifying Glass, Manacles, Animal Trap, Lockpicks, Mirror, Writing Set, Fishing Pole, Shovel, Grappling Hook, Collapsible Pole, 20ft Rope, Spikes, etc.
Luxuries (50 BC): Elaborate Clothes, Jewelry, Ornaments, Binoculars, Good or fetish prostitute, etc. Cut the price in half for not-sogood luxuries and beat-up items.

Flashbang Grenade (10 BC): Momentarily blinds anyone that fails D0ex save.
Frag Grenade (50 BC): d12 in blast radius.
Mine (50 BC): d12 damage- step on- can be avoided.
Molotov Cocktail (10 BC): Sets an area alight. All inside take d6 Damage each round.
Smoke-bomb (25 BC): Fills a room with smoke when lit. Attacks through the smoke are
Impaired.
Poison (100 BC): Lose d20 str if consumed.
Ether (20 BC): Inhaled, str save or pass out for an hour.
Acid (50 BC): d6 Damage, burns through most materials.

Antitoxin (20 BC): Neutralizes most toxins.


Jet (25 BC)- Inhale gain extra action that turn.
Med-X (50 BC)- Inject yourself- Ignore all damage from
1d3 attacks.
Rad-Away (20 BC)- Heals 1d6 Str points caused by radiation damage.
Stim-pak (20 BC)- Heals 1d6 Str point lost from damage (not permanent loss).
Radiation Suit (200 BC)- Grants 1 armor- immune to radiation damage up to High. Treat
Toxic level as being in Low levels. Suit is ruined after being in High or Toxic levels.
Board (per week): Sleeping back under a tarp propped on sticks (25 BC), Room in a Boarding House (50 BC), Motel Room (75 BC),
Hotel Room (150 BC), Fancy-shmancy Hotel Room (250 BC).

Food and Drink: Crispy Squirrel Bits (5 BC), Cram and Bread (5 BC), Radroach Meat (4 BC), Mole Rat Wonder Meat (20 BC), Pork N
Beans (5 BC), Beer (2 BC), Dirty Water (10 BC), Clean Water (20 BC), Nuka-cola (20 BC), Whisky (10 BC), Rum (10 BC), etc.
Beasts: Brahmin (250 BC). Mutt (10 BC) to Hound (100 BC), str d10, d6 Bite.
Birds: From crows and ravens (25 BC, str d6, d4 claws.) to vultures and hawks (150 BC, d6 claws).
Hirelings
(cost per day, d6 hp and Ability Scores 10 unless noted)
Flash Light Boy (5 BC): str 2d6, flashlight, knife.
Mercenary (25 BC): 2d6 hp, light pistol, rifle, knife, leather armor.
Expert (100 BC): heavy pistol, shotgun, knife, leather armor, Expertise in a Specific Area

Equipment shown is a mix of items from Into the Odd (pg 4) and new stuff for Fallout.

Ammo
Ammo that is purchased lasts for one expedition. If the weapon goes
unused for that expedition, the ammo carries over.
Light Pistol bullets-20 BC
Heavy pistol bullets- 40 BC
Rifle bullets- 60 BC
Rail Spikes 60 BC
Machine gun- 80 BC
Missile- 100 BC*
Shotgun shells- 60 BC
Flamer Fuel 60 BC
Energy Cells 100 BC
Plasma Pack 100 BC
*Missiles for a missile launcher must be purchased individually.

Ammo is an optional rule. Into the Odd didnt


worry about tracking bullets. This rule helps
enforces that Fallout feel. Dont have the bottle
caps for your gun? Better go into the wastes and
scavenge, hit a raiders den, or hunt mole rats for
meat and pelts.

Human and Ghoul Starter Package Table


1 HP

2 HP

3 HP

Knife (d6),
Shotgun (d8),
Binoculars,
Never gets lost

Spiked-chain (d8),
Light Pistol (d6),
Bedroll,
Women (or Men)
always falls in love
with character

Rapier (d8),
Magnum .44 (d8),
Mutt,
Rich- start with
extra 1,000 Bottle
Caps

11-12

Light Pistol (d6),


Radiation Suit,
Backpack,
Raven

Shotgun (d8),
Light Leather Armor, Hound,
3 Rum,
Mohawk

13-14

Axe (d6),
Revolver (d8),
Flashlight,
Vault-Tec

15-16

Gatling Gun (d12),


Raider Armor,
One Eye

Club (d6),
Shotgun (d8),
Ether,
Poison
Vault-Tec
Knife (d6),
Revolver (d8),
Med-X
Nuka-Cola,
Vault-Tec

17-18

Chainsaw (d8),
Revolver (d8),
Fancy suit,
Carton of Smokes,
Winning Smile

3-10

Brass Knuckles
(d6),
Light Pistol (d6),
Backpack,
Whisky,
Daughter Accompanying

4 HP

5 HP

6 HP

Knife (d6),
Sniper Rifle (d10),
Smoke-bomb,
Lucky- turned 1
failed roll into a
success (1x/
session)

Pitchfork (d6),
Rifle (d8),
Frag Grenade,
Comrade- roll-up
second characterextremely loyal

Sword (d6),
Sniper Rifle (d10),
Brahmin,
Football Helmet
Flashlight Boy

Hatchet (d6),
Revolver (d8),
Radio,
Fishbowl
2 Stim-pak

Baseball Bat (d6),


Revolver (d8),
Hawk,
Cowboy Hat,
Vault-Tec
Spear (d8),
Railgun (d8),
Telephone,
Flashlight Boy,
Badly Scarred,
Vault-Tec
Two-handed Axe
(d8),
Revolver (d8),
Metal Armor,
Mutt,
Covered in Rashes

Finely Crafted
Sabre (d8),
Light Pistol (d6),
Mercenary,
Vault-Tec
Pool Stick (d6),
Light Pistol (d6),
Suitcase,
Jet,
Vault-Tec

Light Pistol (d6),


Light Pistol (d6),
Lockpicks,
Flashbang
grenade,
Dashing Smile
Axe (d6),
Revolver (d8),
Flashlight,
Vault-Tec

Axe (d6),
Machine Gun
(d10),
Spiked Raider
Armor,
3 Cigars,
Always wins when
gambling unless
throws the game
Knife (d6),
Rifle (d8),
Nightvision
Goggles,
Mutt,
Voice Modulator
Shovel (d8),
Rifle (d8),
Guitar, Great
Voice,
Vault-Tec
Machete (d6),
Shotgun (d6),
Flashlight,
Shopping Cart,
Vault-Tec

Light Pistol (d6),


Light Pistol (d6),
Case of Butterflies,
Magnifying Glass,
Young-looking

Baseball Bat (d6),


Machine Gun
(d10),
Gas Mask,
Flute,
Vault-Tec
Sword (d6),
Sniper Rifle (d10),
Grenade,
Mercenary,
Elderly

Revolver (d8),
Shotgun (d8),
Radio,
Vulture,
Covered in Tattoos

Super Mutant Starter Package Table


Roll
d10+HP
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16

Bumper Sword (d12), Horribly Scarred, Vault-Tec


Rebar Club (d10), Metal Armor
Sniper Rifle (d10), Goldfish in Bowl, Vault-Tec
Parking Post (d8), Car Door Shield (1 Armor, One Hand), Top Hat
Bumper Sword (d12)
Stopping Sign (d10), Hound
Shotgun (d8), Mutt
3 Jet, Med-X, Stim-pak
Prosthetic Shotgun Arm (d8), Light Leather Armor
Gatling Gun (d12), Raider Armor
Vault-Tec, Bonnet
Machine Gun (d10), 2 Molotov Cocktail
Vault Tec, Hawk, Television Set
3 Frag Grenades, 3 Mines, Nightvision Goggles
Gatling Gun (d12), Fancy Lingerie, 6 Cigar

Vault-Tec (Arcanum)
If your character starts with Vault-Tec, roll 1d12 to determine what you gain.
1) Cryo Grenade/Mine- This grenade releases a blast of cold that freezes targets in
the radius. Target must make a Str save or become frozen for 2d6 turns. If the targets
is at 0 HP and fail their save, they are frozen permanently.
2) Plasma Grenade/Mine- This grenade (d12 damage) releases waves of hot plasma.
Targets that take Critical Damage or melted into goo.
3) Pulse grenade/Mine- This grenade (d12 damage) releases an electrical charge.
Targets that take Critical Damage die as the charge stopped their heart. Robots must
make a Str damage or be deactivated until repaired.
4) Nuka-grenade- Several bottles of delicious Nuka-Cola are mixed with volatile chemicals and bits of shrapnel, creating a very big
BOOM (1d10+10 damage) in the area.
5) Stealthboy- This device bends light and renders you invisible. It even masks your sound. Thanks, Vault-Tec! The device can be
active for 10 minutes before being drained. Takes 24 hours to recharge.
6) Pip Boy- This is standard equipment for anyone that hails from a vault. The Pipboy comes with built-in Geiger counter, radio,
flashlight, health monitoring system for the wearer (warning of poison, disease, radiation, etc.), giving a full diagnostic. The device
also maps out the location of the user, helping them from being lost.
7) Rock-it Launcher- This crude piece of Vault-Tec is a heavy weapon (cant move and shoot unless Super Mutant or Size Matters
perk) that turns even the softest item, like a teddy bear, into a deadly projectile. Any small item loaded into the Rock-it Launcher is
shot at high speed, causing d10 damage.
8) Energy Pistol- This weapon shoots lasers (d6 damage)! This weapon ignores armor. Targets that take critical damage are vaporized.
9) Energy Rifle- This weapon shoots lasers (d8 damage)! This weapon ignores armor. Targets that take critical damage are vaporized.
10) Energy Sniper Rifle- This weapon shoots lasers (d10 damage)! This weapon ignores armor. Targets that take critical damage
are vaporized.
11) Plasma Pistol- This weapon shoots hot plasma (d6 damage)! Targets that take critical damage are melted into goo.
12) Plasma Shotgun- This weapon shoots hot plasma (d8 damage)! Targets that take critical damage are melted into goo.

Powerful Vault-Tec (Arcanum)


Fat Boy- This heavy weapon (cant move and shoot unless Super Mutant or Size Matters perk) launches a small nuclear bomb at a
target or area (d20+20 damage). Whats a little more radiation in the Wasteland, right? The blast radius for a Fat Boy is about a
city block. The area is immediately radiated at High levels for 1d00+100 years, when it will then drop to Medium.
Fat Boy Nuke- These nukes for the Fat Boy are hard to find, yet somehow always are found in the weirdest places like
the ruins of a school or a Nuka-Cola plant huh.
Super Sledge- This heavy sledge (cant move and shoot unless Super Mutant or Size Matters perk) vibrates at a high frequency,
causing massive damage (d12 damage). Targets that take Critical Damage explode in a spray of blood, meat, and bone.
Gatling Laser- This heavy weapon (cant move and shoot unless Super Mutant or Size Matters perk) shoots lasers (d12 damage)!
This weapon ignores armor. Targets that take critical damage are vaporized.
G.E.C.K.- The Garden of Eden Creation Kit is a suitcase filled with concentrated fertilizer pills, seeds, water pills, and more! It was
designed to turn a desolate valley or area into a fertile area. The G.E.C.K. does all the work for you!
Mind Reader: When these two helmets are worn by two people, it allows the master wearer to ask questions and read the
thoughts of the other (who can make a Will save to resist each question asked).
Personal Shield: This shield shimmers and encases the user in a force field. While active they are unable to interact with objects
or attack. The shield absorbs the damage of three attacks (not radiation) before shutting down. Needs 24 hours to recharge.
Power Armor- Designed by the Brotherhood of Steel and worn by their paladins. This heavy armor can only be worn by humans.
Power armors grants 3 armor, has a gas mask- making the wearer immune to gas/airborne pathogens, nightvision, and grants the
wearer the Size Matters and Rad Resistance perks. This armor is highly sought after and can bring heaps of trouble to the wearer.
Robo-dog
(STR 12; DEX 16; WILL 10; d6 Damage; Armor 2)
This robo-dog may have an independent personality or be programmed. Used as loyal companions or vicious guards.
Tesla Rifle- This rifle (d8 damage) sends an arc of electricity that hits any target in a cluster (say in a 15 radius). Robots that take
Critical Damage short out and are destroyed. The gun has enough charge to shoot twice before powering down and recharging for
24 hours.
Tri-beam Laser Rifle: This weapon shoots lasers (d8 damage)! A Tri-beam Laser rifle shoots up to three targets. This weapon ignores armor. Targets that take critical damage are vaporized.

Other Rules
Vehicles
Use the rules found in Into the Odd (pg 9) in addition to ODDPOCALYPSE (http://soogagames.blogspot.com/2015/09/
oddpocalypse.html)
Motorcycle (150 BC) 4 hp, +1 Armor to rider- driver can attack w one hand firearms and bombs.
Junker Car (500 BC): 6 hp, Armor 1
Raider Car (1,000 BC): 15hp, Armour2, Cannon Detachment
Armored Van/Ice Cream Truck (2,000 BC): 25 hp, Armor 2, 2 Cannon
Detachments, Mounted Machine Gun on top (d10)
Modded-Semi Truck (8,000 BC): 50 hp, Armor 3, 2 Cannon
Detachments, 2 Mounted Machine Guns on sides (d10)
Gyrocopter (6,000 BC): 6 HP, Armor 1- driver can attack w one hand firearms and bombs.
Radiation
At each time duration listed, make a Str save to avoid radiation damage.
Background: No adverse effects. Just there.
Low: You suffer -1 to Str (permanent) each hour youre in the area.
Medium: You suffer -1d4 to Str (permanent) each hour youre in the area.
High: You suffer -1d6 to Str (permanent) each turn youre in the area.
Toxic: You suffer -2d4 to Str (permanent) each turn youre in the area.
When a target loses over half of their Strength to Radiation Damage they gain a mutation. Use your favorite Mutation table or in
Oddvent Oddpendium (http://soogagames.blogspot.com/2014/12/new-release-oddvent-oddpendium.html)

Fallout Perks
Humans start with two perks and gain an additional perk each level. Ghouls and Super Mutants gain perks at Professional and Master levels.

Intense Training- Increase all three stats by 1.


Gun Nut- Up pistol damage by 1 die.
Little Leaguer- Up damage die with melee weapons.
Thief- When sneaking you automatically succeed.
Daddys Boy/Girl- You followed in daddys footsteps and learned healing. Once per session you are able to heal 1d3 to an Attribute even without meds. Once per session you are able to cure a person of a poison or disease even without meds.
Scoundrel- You know how to schmooze. When bartering or shooting the shit, people start off liking you.
Iron Fist- Your fists do 1d6 damage.
Bloody Mess- Targets die in bloody, horrible fashion when you kill them. Once per session you deal max damage with an attack.
Demolitions Expert- Up damage die with explosives by 1.
Fortune Finder- When you find money, double it.
Toughness- If an attack drops you to 0 HP there is a 50% chance you remain at 1HP.
Scrounger- You know how to find stuff. In a room roll a Luck check, if it favors you discover something interesting.
Rad Resistance- You can be in a radiated area double the duration listed (pg 7) before suffering radiation effects. Once per session
you automatically succeed on Str save to avoid radiation damage.
Size Matters- You can move and attack with big guns. Also you can use super mutant melee weapons.
Lead Belly- You can eat things that would normally make a person ill.
Fortune- Your Luck range is now increased to 3-6 to favor you.
Educated- You know how machines work. When repairing a piece of tech or hacking into computer, you automatically succeed.
Animal Friend- Make a Luck roll, if it favors you the animal won't attack you. If you roll a 6, the animal will aid you in combat.
Commando- Up rifle and machine gun damage by 1 die.
Cyborg- You have made alterations to your body. You are more machine than man. You are immune to poisons and diseases. You
can be in a radiated area for 1d3 turns before suffering radiation effects.
Fast Metabolism- You recover lost Str damage twice as fast as normal.
Finesse- You are hard to hit. You are always treated as having an armor of 1, even if you are not wearing armor. This effect stacks
with actual armor (to a maximum of 3 armor).
Grim Reapers Spirit- When your attack kills a target, you can attack another target in range.
Life Giver- Gain an additional 2d4 HP.
Light Step- You never set off enemy traps or mines.
Mysterious Stranger- Youve attracted the attention of a mysterious stranger. When you are dropped to 5 or less HP, make a Luck
roll. If it favors you, the Mysterious Stranger shows up, fully loaded with a .44 Magnum and kick ass attitude, to save your sorry
butt (roll Mysterious Stranger stats- starts as level 2- Only 1 perk ever, starting package- substitute 1 weapon for Revolver- Mysterious Stranger levels when character does).
Ninja- You are able to hide in shadows that normal people could not.
Robotics Expert- You know what makes robots tick. You automatically succeed when attempting to repair robotics. Likewise, your
first attack against a robot deals maximum damage.
Energy Weapons- Up energy weapon damage by 1 die.

Sample Enemies
Bloat Fly

Mole Rat

(STR 8; DEX 8; WILL 3; 9 HP)


DRIVEN TO EAT, ATTACK, AND PROTECT
Mole rats can be round all over the wastes.
(STR 5; DEX 18; WILL 5; 8 HP; Armor 1)
These omnivorous creatures are disgusting,
DRIVEN TO EAT AND LAY EGGS
but damn their meat is tasty. Mole rats bite
Bloat flies are the size of a small dog, roughly
(d6 damage).
10-15 lbs.
Acid Spit: A bloat fly spits acid (d8) at targets up Burrow: Mole rats live underground in complex nests. They like to
create sinkholes for prey to fall in.
to 10 away, burns through most materials.

Radroach
(STR 3; DEX 8; WILL 3; 6 HP)
(STR 5; DEX 18; WILL 5; 8 HP; Armor 1)
DRIVEN TO EAT AND LAY EGGS
DRIVEN TO KILL AND CORRUPT
Pests that can be found all over the
Centaurs are horrible abominations that are
wastes, even in vaults. Radroaches bite
made from various animals and people. They
(d4 damage). Always 2d4 radroaches
have low intelligence are loyal to Super Mupresent.
tants. A centaur has a long barbed tongue (d8)
Immunity: Radroaches are immune to radiation and electricity
it uses to attack people.
Radioactive Spit: A centaur spits radioactive goo at targets at a damage.
distance (1d3 Str damage, permanently- unless wearing radiation suit. Rad Resistant per halves damage) at targets up to 10 Radscorpion
(STR 16; DEX 8; WILL 9; 15 HP)
away.
DRIVEN TO EAT AND LAY EGGS
Scorpions the size of cars. Not pretty.
Death Claw
Radscorpions attack with their massive pincers (d8 damage), and their poisonous tail
(STR 20; DEX 18; WILL 10; 30 HP; Armor 3)
(d6 damage, see below).
TO FEAST
Tail: Targets stung by a radscorpions tail
These deadly hunters stand 10-12 tall and
weigh over 1,000 lbs. They are fierce and fear- take 1d6 damage and suffer 1d6 damage to Str and Dex.
less. They use claws (d12), horns (d8), and fangs Immunity: Rad scorpions are immune to radiation.
(d8).
Leap: A deathclaw can leap up to an enemy 25 Raiders/Bandit
(STR 10; DEX 10; WILL 8; 6-12 HP;
away.
Armor 2)
DRIVEN TO FUCK SHIT UP, GET
Feral Ghoul
RICH, AND GET DRUNK
(STR 10; DEX 14; WILL 7; 10 HP)
Machine Gun Spray: All targets in
DRIVEN BY RAGE
front of the Raider takes d10 damFeral ghouls are mindless abominaage.
tions that attack anything except
other feral ghouls. Ghouls claws deal
d6 damage.
Robot
Immunity: Feral ghouls are immune to radiation and fear
(STR 14; DEX 10; WILL 15; 10 HP; Armor 1-3)
effects.
DRIVEN TO SERVE MANKIND AS INSTRUCTED
Robots serve a multitude of functions, from
Gecko/Fire Gecko
homecare to medical to clerical to security and com(STR 16; DEX 14; WILL 8; 15 HP)
bat.
DRIVEN TO EAT AND BREED- FIRE GECKOS ALEnergy Rifle: This weapon shoots lasers (d8 damage)!
SO LIGHT SHIT ON FIRE
This weapon ignores armor. Targets that take critical
Geckos and Fire Geckos bite (d4 damage) and
damage are vaporized.
claw (d6) their prey. Always 1d6+1 Geckos
Buzzsaw: This large spinning saw (d6 damage)
present. 35% chance 1d3 Fire Geckos present.
hurts). If a target takes Critical damage they
Gecko meat and skins are valuable.
lose a limb.
Flame Breath (Fire Gecko only): Breathe fire on
target for 1d6 damage and an additional d6 each round until
extinguished.
Centaur

Sample Enemies (continued)


Super Mutant

(STR 16; DEX 10; WILL 9; 20 HP; Armor 1-3)


DRIVEN TO ENSLAVE, KILL, AND CORRUPT
These Super Mutants hate humans and wish to enslave and kill
them all.
Cleave: When equipped with a melee weapon, the Super Mutant
spins around, striking all surrounding them.

Charts and Tables


Gang Names Table
Roll
1
2
3
4
5
6
7
8
9
10
11
12

Settlement Name Table


Roll

The Radiated Clowns


The Jedi Knights
The Cobra Kais
The Kings
The Tunnlers
The Skeevers
Claws of Death
Meat Wagons
Fraggers
Boomers
The Mutants
Bigs Kids

1
2
3
4
5
6
7
8
9
10
11
12

Shantytown
Sludges
Tent-town
Neo-Bigsby
New <enter city name here>
Utopia
Wood Town
Motel Town
Night City
The Mudflats
Nuketown
Survival

Ruin Adventure Generator


Use these tables to generate some quick ruins/adventures.

Ruins Generator
Roll

Roll

School

2
3

Factory
Nuka-Cola Plant

4
5

Power Station
Army Base

6
7

Prison
Supermarket

8
9

Museum
Library

10
11

Police Station
Business Office

12

Mansion

Who is Lurking in the Ruins


Roll
1
2
3
4
5
6

Stash in Ruins

1
2
3
4
5
6
7
8
9
10
11
12

Vault-Tec
New weapon schematic
Horde of bottle caps
Guns
Ammo payload
Drugs
Slaves
Vault-Tec
Luxury Goods
Machine Parts
Weapons and Ammo
Explosives and Vault-Tec

Weird/Interesting Part to Ruin


Roll
1
2
3

Secret laboratory
Computer with info about Enclave
Basement door to hidden lair-

Basement door to hidden lair-

Basement door to hidden lair-

Basement door to hidden lair-

Leads to underground hive of giant

8
9

Secret fallout shelter in basement


Computer with info on Brother-

Raiders
Super Mutants
Feral Ghouls
Radroaches and Raiders
Two groups of raiders- turf war
Mole Rats, Radroaches, and Super
Mutants
Mole Rats, Radroaches, and Raiders
Super Mutants and Raider working

Super Mutants and Raiders killing

10
11

Robots
Robots and Raiders-Robots pro-

10

Computer info with locations to

12

Robots, Raiders, and Mad Scientist

11

Houses a collections of heads in


liquid in massive tank connected to
large computer. Form super hive
mind
Secret lab underground where super mutants are making more of
their kind

12

S-ar putea să vă placă și